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Storm, Force of Nature is one of the five legendary creatures released inMagic: The Gathering’sMarvel Superdrop. This Secret Lair features five different drops with each one built around a mechanically unique hero with cards that can be included in their respective Commander decks.
Storm, Force of Nature is a storm commander, one that wants you to cast as many spells as possible before winning the game off of one spell. What makes Storm a unique storm commander is the ability to give any spell storm, which can very quickly snowball out of control and make your opponents unable to handle it once it resolves.
The card Storm, Force of Nature will have a capital “S,” while the mechanic storm will have a lowercase “s.”
x5 Forest
x5 Island
x6 Mountain
Waterlogged Grove
Yavimaya Coast
The decklistcontains one planeswalker, 19 creatures, 15 sorceries, 19 instants, eight artifacts, three enchantments,and34 lands. Since a storm deck wants to cast as many spells as possible, the mana curve of the deck is extremely low.
Key Cards
Storm, Force Of Nature
Storm, Force of Natureis the commander of the deckand is one of the best options for a storm commander out there. So long as it deals combat damage to a player,the next instant or sorcery spell has storm.
If you give a spell that already has storm another instance of the storm ability, you will essentially double the number of copies. For example, if you cast four spells and cast a spell with storm such as Grapeshot, four copies will be created on-cast. Those copies are resolved and then the second storm trigger goes off, casting a total of eight copies before the original spell resolves.
Since Storm, Force of Nature is fairly easy to cast, youcan give a utility spell storm to help ramp you early in the game. To help close out games, you can give cards with powerful effects storm to close out the game such asLightning Boltto deal a ton of burn damage orIce Stormto destroy your opponents' lands.
Rituals
Aritual is a spell that gives you mana equal to or greater than the amount of mana used to cast it. They areeither mana-positive or neutral, and in the case of storm, act as a way to cast a spell for freesince you get the mana you spent on them back right away.
Youwant to be casting rituals when you are gettingready for a big storm spellto resolve. Generally, they do not give you a ton of mana that makes it worth casting to cast a spell slightly quicker and are better suited for raising your storm count.
Storm-Kiln Artist
As the name might imply,Storm-Kiln Artistis a great support card for storm decks. For its magecraft ability, you will get a Treasure token on each trigger. A storm deckneeds a lot of mana to work with so they can cast a ton of spells, so amassing Treasure tokens helps to have a lot of ways to generate mana.
With magecraft, it will trigger by either the casting or copying of an instant or sorcery spell. If a card with storm creates copies, each copy will trigger the magecraft ability, allowing for a ton of triggers off of one spell.
For spells that only cost one mana,Storm-Kiln Artist makes them mana-neutral, allowing you to essentially get a free spell cast while being able to turn the mana used into mana of any color.
Archmage Emeritus
Adownside of a storm deck is it can run out of cards in handvery quickly. This is something thatArchmage Emeritushelps to rectify. Its magecraft ability will draw you a card, which helps keep your hand full so you never run out of steam.
When you’re playing cantrips (one-mana spells that draw a card), Archmage Emeritus turns them into a two-for-one. If you evercast a spell with storm, Archmage Emeritus will draw you a ton of cardssince it’ll consider all the copies for its magecraft ability. This helps you have a full hand even if you don’t win on the turn you storm off to try again the next turn.
How To Play The Deck
AStorm, Force of Naturedecks wants tobuild up resources through ramping and getting mana generators onto the battlefieldearly to be able to cast a ton of spells in just one turn. You want to wait to start getting your storm count up until you have a storm payoff in hand, otherwise you’re casting spells for nothing.
Cards thatlet you cast spells from your graveyard are important, as they help you to cast your cheap spells and rituals again to raise your storm count.Underground Breach, Past in Flames,andSixall help to achieve this by giving your spells various abilities that let you cast them from the graveyard, usually for another cost.
Youwant to get permanents that discount your spells on the battlefield quickly, as it helps to cast spells easier and to make various spells mana positive when they would be neutral otherwise.Goblin Anarchomancer, Goblin Electromancer,andArtist’s Talentall helpthem achieve this goal.
Theprimary win condition of a Storm, Force of Nature deck is to win with a powerful storm spell. You can burn everyone out of the game withLighting Bolt given storm,orGrapeshot with double storm triggers.You can also useAetherflux Reservoirto burn players out of the game by paying 50 life. A lot of storm cards can create creatures such asElemental Eruption, Empty the Warrens,andChatterstorm,which can win the game by flooding the battlefield with so many creatures your opponents won’t be able to handle them all.
Thebiggest downside of the deck is you are often low on defenses. There aren’t a lot of creatures in the deck as they would dilute your ability to storm. This can becounteracted by using a token creation spellto create blockers to keep yourself safe from opponents.Youwill likely be targetedas well, due to the natural power that storm decks have, and can easily run away with the game if left unchecked.